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		<title>BGridPlane</title>
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		<h1>BGridPlane</h1>
		<p>Inherites from<a href="BShape.html">BShape</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BGridPlane()">BGridPlane</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BGridPlane(const BVector&, BReal)">BGridPlane</a>(const BVector& normal, BReal constant);</td></tr>
			<tr><td align="right"></td><td><a href="#~BGridPlane()">~BGridPlane</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BShape*)">copy</a>(const BShape* other);</td></tr>
			<tr><td align="right">virtual BShape* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setNormal(const BVector&)">setNormal</a>(const BVector& normal);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#normal()">normal</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setConstant(BReal)">setConstant</a>(BReal constant);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#constant()">constant</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setCenter(const BVector&)">setCenter</a>(const BVector& center);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#center()">center</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setGridSize(const BVector&)">setGridSize</a>(const BVector& gridSize);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#gridSize()">gridSize</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setHorizontalSegments(int)">setHorizontalSegments</a>(int horizontalSegments);</td></tr>
			<tr><td align="right">int </td><td><a href="#horizontalSegments()">horizontalSegments</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setVerticalSegments(int)">setVerticalSegments</a>(int verticalSegments);</td></tr>
			<tr><td align="right">int </td><td><a href="#verticalSegments()">verticalSegments</a>() const;</td></tr>
			<tr><td align="right">virtual BVector </td><td><a href="#inertia(BReal)">inertia</a>(BReal mass) const;</td></tr>
			<tr><td align="right">virtual BVector </td><td><a href="#vertex(const BVector&)">vertex</a>(const BVector& direct) const;</td></tr>
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		<h2>protected</h2>
		<table id="protected"><tr><td align="right">virtual void </td><td><a href="#refresh(BBox&)">refresh</a>(BBox& box);</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
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		<div id="desc">
			<h2>Detailed Description :</h2>
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		<h2 id="docs">Member Documentation :</h2>
		<div id="BGridPlane()">
			<h3>BGridPlane();</h3>
		</div>
		<div id="BGridPlane(const BVector&, BReal)">
			<h3>BGridPlane(const BVector&amp; normal, BReal constant);</h3>
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		<div id="~BGridPlane()">
			<h3>~BGridPlane();</h3>
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		<div id="copy(const BShape*)">
			<h3>virtual void copy(const BShape* other);</h3>
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		<div id="clone()">
			<h3>virtual BShape* clone() const;</h3>
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		<div id="setNormal(const BVector&)">
			<h3>void setNormal(const BVector&amp; normal);</h3>
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		<div id="normal()">
			<h3>const BVector&amp; normal() const;</h3>
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		<div id="setConstant(BReal)">
			<h3>void setConstant(BReal constant);</h3>
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		<div id="constant()">
			<h3>BReal constant() const;</h3>
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		<div id="setCenter(const BVector&)">
			<h3>void setCenter(const BVector&amp; center);</h3>
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		<div id="center()">
			<h3>const BVector&amp; center() const;</h3>
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		<div id="setGridSize(const BVector&)">
			<h3>void setGridSize(const BVector&amp; gridSize);</h3>
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		<div id="gridSize()">
			<h3>const BVector&amp; gridSize() const;</h3>
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		<div id="setHorizontalSegments(int)">
			<h3>void setHorizontalSegments(int horizontalSegments);</h3>
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		<div id="horizontalSegments()">
			<h3>int horizontalSegments() const;</h3>
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		<div id="setVerticalSegments(int)">
			<h3>void setVerticalSegments(int verticalSegments);</h3>
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		<div id="verticalSegments()">
			<h3>int verticalSegments() const;</h3>
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		<div id="inertia(BReal)">
			<h3>virtual BVector inertia(BReal mass) const;</h3>
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		<div id="vertex(const BVector&)">
			<h3>virtual BVector vertex(const BVector&amp; direct) const;</h3>
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		<div id="refresh(BBox&)">
			<h3 id="refresh(BBox&)">virtual void refresh(BBox&amp; box);</h3>
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		<div id="render(BRender&)">
			<h3 id="render(BRender&)">virtual void render(BRender&amp; render);</h3>
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